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Thoughts on a Dwarven Stronghold

by James Walker

The tunnels of a Dwarven Stronghold are typically going to be extended from previous mines, and focus on using the Dwarven advantages. Most will only be 5 foot high; and in areas where larger folk are normally welcome, moving walls adapted to allow the ceilings to drop down. A defensive maze can be constantly changing thanks to moving walls, but easily navigated by a dwarf who knows to follow the slant of the floor.

Dwarves cannot detect secret doors – so they wouldn't. Instead, the triggers for secret doors would be added later, so that the dwarves can detect the 'more recent stonework'. Other secret doors would be built, but never used – instead, they hold back threats and traps. Should an elven force decide to invade, these doors will be detected and when the elves open them, the horrors behind unleashed on the invaders.

Dwarven infravision has a very short range, so improving this is vital: especially as many threats will be room temperature and so not visible. A flaming barricade will delay invaders, but more importantly will continue to glow with heat after burning out; invaders crossing the embers will be backlit. A swarm of bats sleeping on a wall will also act as a backdrop, allowing missile fire at the invaders; and then missiles flying past will wake the bats, causing them to confuse the invaders.

Guard animals should also take advantage of dwarven nature. Giant Centipedes and Giant Tarantella Spiders are ideal; the dwarves will likely pass the save vs poison, but even if they don't, are not permanently harmed. Invaders though will probably be incapacitated.

Yellow mold is more dangerous, but ideal on ceilings. The dwarves pass unharmed below, taller invaders constantly risk a fatal save vs poison.

Finally, do Medusae or Basilisks need to be seen with ordinary vision to turn to stone? If not, these can be kept in areas where the dwarves rely on infravision.